docs: add DESCENSUS addendum 1 and SIMULATOR vision

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# DESCENSUS — Addendum 1
## Cost Structure and Exploit Closure
### Status: Canonical. Do not alter without project owner instruction.
### Date: 2026-05-02
### Extends: docs/DESCENSUS-genesis.md
---
## Purpose of This Addendum
The genesis document establishes what DESCENSUS is and how the epoch
filter operates. This addendum closes the exploit loops that code
cannot close alone. Each principle here describes a cost structure
that is not enforced by rules — it is enforced by the honest operation
of the simulation's physical and social reality.
Where code fails to implement these principles completely, this document
is the authority. Implementation catches up to the document, not the
reverse.
---
## Principle 1 — Distance Is Elapsed Time
Movement between locations costs simulation days. Those days cannot be
recovered, compressed, or prepaid. There is no fast travel. There is no
preparation that eliminates the cost of distance.
A participant who identifies an attack target must travel to reach it.
That travel consumes elapsed simulation days — days not spent producing,
building relationships, or developing the clan. The cost is paid before
the outcome is known.
A participant who wishes to return must travel again. The distance does
not decrease because the route is now known. Familiarity reduces
uncertainty, not cost.
**Exploit closed:** A participant cannot accumulate strength and then
deploy it instantly across distance. Every application of force requires
elapsed time proportional to distance. The cost of projection is built
into the geometry of the world.
---
## Principle 2 — Intelligence Decays
Knowledge of another participant's state is accurate at the moment of
acquisition. It begins aging immediately.
A participant who reaches a target location learns what is there at that
moment. By the time they return — having paid the travel cost twice —
the target's state has changed. The intelligence paid for in elapsed
time is now historical. The participant acts on a record, not a current
reading.
The longer the return journey, the more the intelligence has aged.
A distant target that required thirty simulated days to reach has
changed for thirty simulated days by the time the attacker returns.
**Exploit closed:** A participant cannot acquire perfect intelligence
and act on it without cost. The act of acquiring intelligence consumes
the time during which the intelligence remains current. Planning and
execution cannot be separated from the cost of the interval between them.
---
## Principle 3 — Temporal State Resolution at Minimum Elapsed Time
When two participants occupy the same H3 cell, the encounter is resolved
at the minimum elapsed simulation time of the two participants.
A participant at day 100 who encounters a participant at day 10 does not
bring their day-100 strength to the encounter. The encounter resolves at
day 10. The stronger participant's state is evaluated as it was at their
own day-10 equivalent — including losses, weaknesses, and resource
constraints that existed at that point in their history.
The elapsed simulation time of each participant is not visible to others.
It is not a number on a display. It is inferred from observable signals:
camp size, tool quality, apparent health of clansmen, the wear on
structures, the size of food stores. A participant who reads these
signals carefully can estimate depth. They cannot know it.
The elapsed time of any participant is also in flux. A participant who
has been active for 100 days but suffered significant losses at day 60
does not present as a day-100 participant. They present as whatever
their current state reflects — which may be weaker than a participant
at day 40 who suffered no losses.
**Exploit closed:** A participant cannot prepare at depth and deploy
that preparation against a shallower participant. The encounter resolves
honestly at the point of contact, not at the point of planning.
Stockpiling Mesolithic weapons for a future DESCENSUS encounter is
evaluated at the elapsed time of the encounter, not at the elapsed time
of the stockpile.
---
## Principle 4 — Aggression Is Self-Limiting
A successful attack produces bounded loot, reduced defence, reduced
production, and reduced reputation for the attacker.
**Loot is bounded.** The target has what the epoch permits and what
their elapsed simulation time has produced. There is no surplus beyond
what exists. The attacker cannot extract more than was there.
**Attrition compounds asymmetrically.** The target loses defence and
production capacity. The attacker loses elapsed time, potential clan
losses, and reputation. The attacker's cost is paid regardless of
outcome. The target's loss is recoverable over subsequent elapsed days.
Repeated aggression against the same target yields diminishing returns
as the target's loot base depletes and the attacker's reputation
deteriorates.
**Reputation is a social parameter with real consequences.** In
Mesolithic social reality, reputation is not an abstract score. It is
the substrate of alliance, trade, mate exchange, and mutual defence.
A participant recognised as a marauder by other participants loses
access to the cooperative structures that make large clans viable.
Food sharing, territorial agreements, knowledge exchange — all of
these require a reputation that aggression erodes.
The simulation does not punish aggression by decree. It allows
Mesolithic social mechanics to operate honestly. A marauder clan
reaches a natural ceiling imposed by isolation, travel cost, and
the carrying capacity of territory it must hold alone.
**Exploit closed:** There is no dominant strategy built on aggression.
Every gain from aggression is offset by costs that compound over elapsed
time. A participant who attempts to optimise for domination will find
that domination is self-limiting before it becomes simulation-breaking.
---
## Principle 5 — Abandoned Settlements Are Finite
When a participant quits the simulation, their settlement enters a
static state. It does not grow, defend itself, or replenish.
A static settlement can be reached, observed, and raided. Its loot
is finite and does not regenerate. After extraction it is an empty
location. There are no defenders to defeat and no future production
to anticipate. It is the least interesting thing a participant can
engage with.
The simulation does not prevent interaction with abandoned settlements.
It simply makes them structurally uninteresting as a sustained strategy.
**Exploit closed:** Targeting abandoned settlements is not prohibited.
It is simply not productive beyond the single extraction event. A
participant who builds their strategy around abandoned settlements
is building on a depleting resource base with no renewal.
---
## Principle 6 — The Simulation Does Not Prohibit. It Costs.
There are no forbidden actions in the Simulator. There are only actions
whose costs, when honestly calculated, make them self-limiting.
This principle supersedes all game-design instincts to add rules,
restrictions, cooldowns, or penalties. Before any restriction is
proposed, the question must be asked: does the honest cost structure
already make this action self-limiting? If yes, no rule is needed.
If no, the cost structure is incomplete and must be corrected before
a rule is added.
A rule that overrides the cost structure is a design failure. It means
the simulation is not honest about what the action costs. Fix the cost,
not the rule.
**This principle applies to all future addenda.** Each addendum closes
a loop by identifying the honest cost that code failed to implement —
not by adding a prohibition.
---
## What This Addendum Does Not Cover
- The specific mechanics of DESCENSUS epoch transition (see genesis document)
- The Roman epoch cost structure (to be addressed in a future addendum)
- The Model's role in encounter resolution (to be addressed separately)
- Multi-participant alliance mechanics (to be addressed in a future addendum)
- The compression algorithm and its relationship to elapsed time
(covered in OTIVM-IV design documentation)
---
*DESCENSUS — Addendum 1 — 2026-05-02*
*TheRON — single contributor. AI assistants implement, document, flag — do not direct.*
*Each addendum closes one loop. Addenda accumulate. None supersedes the genesis document.*
*Where this document and code conflict, this document is the authority.*

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# SIMULATOR — Vision Document
## The Cooperative Simulation and Its Governing Intent
### Status: Canonical vision. Not an implementation commitment.
### Date: 2026-05-02
### Part of: TheRON — CIVICVS / OTIVM / TESSERA / DESCENSUS stack
---
## 1. What This Document Is
This document states what the Simulator is, what it is for, and what
its two operating modes are. It also identifies four open design
opportunities — gaps and conflicts that are not blocking but that will
determine the quality of the final instrument when professional
development resources are engaged.
This document is not an implementation plan. It is a frame.
Implementation catches up to the frame, not the reverse.
---
## 2. The Seating Limit
The Simulator accommodates 128 participants. This is a design limit,
not a technical one. The Simulator is a precision instrument, not a
mass-market product. Its value comes from the quality of participant
engagement, not the quantity. A field excavation has a defined team.
A research vessel has a defined crew. The Simulator has 128 seats.
The seating limit also governs the cooperative simulation's social
dynamics. 128 is large enough to produce meaningful collective
behaviour and small enough for each participant to matter individually.
---
## 3. Two Simulation Modes Per Account
Each participant account has access to two simulation modes. These are
not sequential stages — they are parallel instruments with different
purposes. A participant may be active in both simultaneously.
---
### Mode 1 — The Single Simulation (The Laboratory)
The participant selects a Mesolithic clan and becomes its Leader.
The single simulation is private and personal. It belongs to the
participant alone. Its purpose is to produce deep familiarity with
the substrate: the resource logic, the social mechanics, the cost
of distance, the consequences of DESCENSUS, the limits of what
any one clan can achieve.
The participant may restart the single simulation as many times as
they wish. DESCENSUS ensures that no strategy becomes permanently
dominant across restarts — every attempt is honest, every environment
responds to what the participant actually does, not to what they
planned.
The single simulation has no end condition. It runs until the
participant is satisfied with what they have learned or with the
state their clan has reached.
---
### Mode 2 — The Cooperative Simulation (The Instrument)
When a participant is satisfied with their single simulation, they
may nominate it as their entry into the cooperative simulation.
In the cooperative simulation the participant is no longer a Leader.
They occupy a role: trader, centurion, magistrate, healer, engineer,
or others to be defined. The clan they nominated becomes their entry
state — the foundation from which their role operates.
The Model fills the roles that participants do not occupy. It maintains
the simulation's historical coherence, populates the consequences of
participant decisions, and ensures the environment remains faithful to
the physical and social reality of Mesolithic Central Europe progressing
toward the Roman epoch.
The cooperative simulation runs forward in time from the Mesolithic
toward 100 CE. It does not reset. It runs once, together, to
conclusion. Participants who are active at the end of the simulation
are ranked by achievement — the definition of achievement is
deliberately deferred and will be developed as the design matures.
The cooperative simulation is the instrument the entire stack was
built toward. TESSERA provides the physical substrate. CIVICVS
provides the Mesolithic environment. OTIVM provides participant
preparation. DESCENSUS provides the epoch transition mechanism.
The cooperative simulation is where all of these converge into a
single shared experience governed by historical reality.
---
## 4. The Model's Role in the Cooperative Simulation
The Model — the Roman Oracle, bounded 100 BCE to 100 CE — fills
structural roles in the cooperative simulation. It does not play
to win. It plays to make the simulation real.
The Model never overrides participant decisions. It responds to them.
Participant decisions that diverge from historical plausibility
trigger responses that are themselves historically plausible: resource
scarcity, rival clan formation, disease, extreme weather, political
consequence. The Model populates the world that participant decisions
produce, not the world the Model would prefer.
The Model's temporal boundary (100 BCE to 100 CE) means it cannot
inhabit the Mesolithic from the inside. It reads the record the
participants create. It interprets that record through Roman
understanding — which is itself a historically bounded perspective.
The gap between what the participants experience and what the Model
can interpret is not a flaw. It is the simulation being honest about
the limits of Roman knowledge of what came before Rome.
---
## 5. The Transferability of This Design
The design described in this document is not specific to the Roman
and Mesolithic epochs. Any world that can be encoded in TESSERA and
governed by an epoch-bounded Model can run this simulation. Rome to
Mesolithic is the first instantiation. The architecture is open to
future applications by professional development teams working in
other historical, geographical, or disciplinary contexts.
This openness is intentional. The data warehouse is the product.
The simulation is the instrument that fills it. The instrument can
be replicated.
---
## 6. Open Opportunities
The following four areas are not blocking the current development
path. They are design gaps and conflicts that will determine the
quality of the cooperative simulation when it is built. They are
documented here so that future contributors — assistants, developers,
domain experts, and participants — can engage with them with full
context.
No proposals are made here. The conflicts and tensions are described.
Resolution belongs to future design work.
---
### Opportunity 1 — The Nomination Threshold
**The gap:** The cooperative simulation requires that nominated clans
be capable of participating without immediately collapsing or
destabilising the shared environment. But the single simulation
has no end condition and no defined success state. There is currently
no mechanism by which the simulation can assess whether a clan is
ready for nomination.
**The conflict:** A threshold defined too loosely admits clans that
are not viable and burden the cooperative simulation. A threshold
defined too strictly prevents participants from nominating until they
have reached an arbitrary standard that may not reflect actual
readiness. The threshold must be meaningful without being a gate
that reproduces the power imbalances DESCENSUS was designed to prevent.
**Why this matters:** The cooperative simulation's balance depends
on the entry states of its participants. If entry states vary too
widely, the Model cannot maintain historical coherence without
overriding participant decisions — which it must not do.
---
### Opportunity 2 — The Model's Balancing Authority
**The gap:** The Model fills roles and responds to participant
decisions. But the cooperative simulation involves 128 participants
making decisions simultaneously. The aggregate effect of those
decisions may produce states that are historically implausible —
a single clan growing to dominate the region, a resource being
exhausted before the epoch would permit it, a technology emerging
before its time.
**The conflict:** The Model cannot override participant decisions
without breaking the simulation's honesty. But a simulation that
allows historically implausible states to persist will lose its
value as a research and educational instrument. The boundary between
"responding to decisions" and "correcting decisions" is not yet
defined. Where that boundary sits will determine what kind of
instrument the cooperative simulation becomes.
**Why this matters:** The Model's authority in the cooperative
simulation is the most consequential design decision remaining.
It determines the relationship between participant agency and
simulation integrity — a tension that does not resolve itself.
---
### Opportunity 3 — The Epistemic Horizon of Participants
**The gap:** A participant who has completed many single simulations
carries knowledge about the environment that their nominated clan
does not possess. The clan's knowledge is bounded by what it has
experienced within the simulation. The participant's knowledge is
bounded by everything they have learned across all their restarts.
**The conflict:** The simulation cannot technically distinguish
between a participant playing within their clan's epistemic horizon
and a participant importing meta-knowledge from previous runs. The
distinction is real and meaningful — a clan that makes decisions
based on knowledge it could not have is not a faithful simulation
participant. But enforcing the distinction requires either technical
mechanisms that constrain participant agency or a social contract
that depends on participant integrity.
**Why this matters:** The epistemic horizon problem is present in
every simulation that allows learning across sessions. It is
particularly acute here because the single simulation is explicitly
designed to produce meta-knowledge. The cooperative simulation must
find a way to value that preparation without allowing it to corrupt
the simulation's honesty.
---
### Opportunity 4 — The End Condition
**The gap:** The cooperative simulation runs until 100 CE. But
elapsed simulation time advances differently for different
participants depending on their activity level, the compression
ratio, and the state of their clan. The moment at which the
simulation ends is not yet defined — whether it is a wall-clock
event, an elapsed-time threshold, a consensus among participants,
or a declaration by the Model.
**The conflict:** An end condition defined by wall-clock time
treats all participants equally regardless of how deeply they
engaged. An end condition defined by elapsed simulation time
rewards sustained engagement but may disadvantage participants
who engaged less frequently for reasons outside the simulation.
An end condition defined by the Model introduces the same
authority questions raised in Opportunity 2. An end condition
defined by participant consensus introduces social dynamics that
may not align with simulation integrity.
**Why this matters:** The end condition governs ranking, data
preservation, and the simulation's historical closure. How the
simulation ends determines what it means to have participated in
it. This decision cannot be deferred indefinitely — it must be
made before the cooperative simulation is designed in detail.
---
## 7. What This Vision Does Not Commit To
- A launch date or development timeline
- A specific compression ratio for elapsed simulation time
- A definition of achievement or ranking criteria
- A technical architecture for the cooperative simulation's infrastructure
- A commercial model or licensing arrangement
- A specific set of participant roles beyond the examples named
These are all open. The vision is the frame. The frame is stable.
Everything within it is subject to design work that has not yet begun.
---
*SIMULATOR — Vision Document — 2026-05-02*
*TheRON — single contributor. AI assistants implement, document, flag — do not direct.*
*This document states intent. It does not constrain the path to that intent.*
*Future contributors are invited to engage with the four opportunities.*
*Resolution of any opportunity requires project owner approval before admission.*